安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








For 1) Not sure what caused it, haven't been able to reproduce.
For 2) DropTarget isn't called when I expect it to be. It makes sense that if player goes through a wormhole that the enemies would drop their target but... Apparently not!
Sometimes when the bat dies, it doesn't get removed therefore perma-disabling stamina. The only way I can detect this is by making sure all active enemies are valid entities.
bees issue(?):
When bees are caught entity should be asleep, and it does for a moment before waking up while in the player inventory... what?! Have to add a tag check for INLIMBO to believe if entity is really awake.
Released version 1.1.5 that removes aggro from bees when they are caught and also adds the above solutions for bat/bee issues
Adding hack in version 1.1.8 to clear enemy list when the player teleports.
I also added the following (which didn't fix all the issues, god knows why):
1. Check if enemy is in sleeping state, if so, add to asleep list.
2. Fixed bug with removing an invalid entity (now it actually gets removed)
3. Added two more listen events, "onwakeup" and "gotosleep". Sometimes while bat was sleeping it would call "onwakeup"...
I tried this, but removed it since it didn't work:
Instead of adding each bat as an enemy, add the teamleader which orders each bat when to attack. This fails when player attacks sleeping bat.
Note: Noticed that bats and penguins are the only prefabs with the "teamattacker" component. So I'm assuming I'd have these same issues with penguins.
not a very elegant solution but maybe if a player is in combat for a long period of time check if there's non-passive creatures (or just any creatures, if that's not possible) anywhere nearby, and if there's not, end the combat? unsure how the mod actually works, just spitballing
I hope this fixes the issues you're seeing. Please let me know how it goes and thank you very much for trying out my mod and participating in this discussion!